Techno-Wizard M5A3 Stuart Light Tank:

Not quite as well known as the M4 Sherman Tank, the M3 / M5 Stuart Light
Tank served in World War II beside its larger companion. In addition to
serving in American Units, it was operated in World War II by the British,
Canadians, Commonwealth, Free French, and Soviet forces. It was later replaced
by the M24 Chaffee light tank. After the War, a large number of these tanks
were sold to various nations. The light tank operate, although sometimes
heavily modified, until almost the beginning of the Twenty-First Century.

The Techno-Wizard Sherman and Hellcat armored vehicles are designed
to engage heavy armor. They are surprisingly powerful in most respects.
Still, there was a perceived need for a lighter tank. This is how the design
of the Techno-Wizard Stuart came about. The designers wanted to base a
light tank off a World War Two light tank design. The Stuart was eventually
selected. It is believed that one of these light tanks was found in the
ruins of a military museum.

As far as combat role, the Stuart is seen as performing the tanks that
a main battle tank would otherwise perform and it frees up heavier vehicles
as a result. It is an excellent platform for fighting infantry, power armors,
light vehicles, and light robot vehicles. The vehicle can also operate
in air defense roles when it is required.

In regards to armor protection, the Stuart is not armored to the extent
that the heavier armored vehicles are although it can still withstand a
fair amount of abuse. It is also protected by a magical force field to
withstand greater damage. The Force Field can be activated up to three
times per day. Even so, the crew of the light tank would be better not
trying to battle heavier tanks.

The Original M3 and M5 Stuart light tanks carried a 37 mm cannon as
the main gun. This weapon could fire only up to 25 rounds per minutes.
Against any modern armor, this weapon would be hopelessly outclassed. The
solution was to replace the weapon with a 30 mm Bushmaster Chain Gun. With
advanced ramjet ammunition, this weapon fires heavy bursts which are the
equal of a heavy rail gun. Payload is four hundred rounds ready to fire
with four hundred additional rounds stored in the hull. The mount has been
modified from the original Stuart mount so that it can engage air targets.

Secondary weapon of the original tank were three 30-06 browning machine.
Instead, the techno-wizard version mounts a flame cannon in the hull and
coaxial to the 30 mm cannon. There is also a weapon mount above the turret
which either a third flame cannon, a telekinetic machine gun, or an automatic
grenade launcher can be mounted. The advantage of the grenade launcher
is the incredible damage potential but it is less useful against aircraft
and does not have an unlimited payload. The flame cannons and telekinetic
machine guns need to be recharged once a month but otherwise have an effectively
unlimited payload.

Finally, the tank can mount either rocket launchers or short range missile
launchers. Mounted above the turret, the mini-missile launcher has a payload
of sixty missiles. The short range missile launchers are mounted on the
sides of the turret with a payload of sixteen missiles. “SAM” type missiles
with smaller warheads but booster acceleration are commonly carried. These
are considered most effective against missile attacks against the tank
itself. In either launcher's case, the launcher is designed to be able
to be quickly jettisoned for the safety of the light tank. As a final defense
against incoming missiles, the light tank carries an enchanted Chaff and
Flare system known as fireworks.

Notes:[1] Depleting the M.D.C. of a tread will immobilize the tank until
it is replaced. Replacing a tread will take 1D6x10 minutes by a trained
crew (2 replacements are carried on board) or three times as long by the
inexperienced. Changing the tread is only advisable when the vehicle is
not under attack.
[2] These are small and difficult targets to strike, requiring the
attacker to make a “called shot,” but even then the attacker is -4 to strike.
[3] Once the missiles have been expended, or in an emergency, before
they have been fully expended, the launcher can be ejected from the tank.
Though disposable, they do not have to be disposed, and can be re-used
indefinitely.
[4] If all the M.D.C. of the main body is depleted, the vehicle is
completely shut down and unsalvageable, but crew may survive in their reinforced
compartments.

Speed:Ground: Cruising speed on land is 65 mph (104.6 kph) on roads
and 55 mph (88.5 kph) off road maximum. The vehicle is designed to traverse
virtually all terrain and can climb at up to a 60% grade although at a
much slower speed (About 10% of maximum road speed). It can also climb
barriers and ford trenches. The vehicle can also handle side slopes of
up to 30%.
Water Capabilities: Uses tracks to propel the light tank over
the surface of the water. Using the tracks, the T.W. Stuart can travel
on the surface of water at 10 mph (16.1 kph/8.7 knots).
Maximum Range: Effectively Unlimited (Nuclear Fusion power supply
with 5 year duration) Armored Vehicle carries about two weeks worth of
emergency supplies onboard.

Wellington Bushmaster II 30 mm Chain Gun: Replace the 37
mm cannon in the original M5 Stuart Light Tank. The 30 mm cannon fires
heavy ramjet rounds with armor piercing warheads which inflict as much
damage as most heavy rail guns. Since the cannon is built into a turret,
it can rotate 360-degrees and can aim upwards 60 degrees - allowing it
to engage low-flying aircraft and creatures. The cannon is controlled by
a gunner inside the turret compartment. The vehicle has a special fire
control computer that helps to aim the cannon. Gives +2 to strike with
the cannon and vehicle does not have minuses to fire when it moving. Both
the gunner and the vehicle commander are housed within the turret.
Maximum Effective Range: 6,000 feet (1,830 meters).
Mega-Damage: A burst is 20 rounds and inflicts 2D6x10. A single
round does 3D6 M.D.
Rate of Fire: Equal to the gunner's hand to hand attacks; each
burst counts as one melee action.
Payload: 400 round magazine (20 bursts) each mount. The vehicle
has an additional 400 rounds stowed internally. Reloading is done inside
the vehicle and takes two melee rounds (30 seconds) for two crewmen or
passengers and six melees (90 seconds) if only one person is involved or
the people aren't trained in the reload procedure

Heavy Flame Cannons (2): One is mounted in the turret beside
the 30 mm cannon and is controlled by the same gunner who controls the
Bushmaster and the other is mounted in the hull and is controlled by the
driver. The cannon is designed to be used against targets which do no warrant
the use of the main cannon. The weapon is a converted heavy plasma weapon.
The flame cannon has a slightly better range and have an unlimited payload
compared to hand held flame cannons. The weapon must be recharged once
a month using the spells "Fire Bolt", "Energy Bolt", and 100 P.P.E.
Maximum Effective Range: 3,000 feet (914 meters).
Mega Damage: 1D6x10 per flame cannon blast.
Rate of Fire: Equal to the combined hand to hand attacks of
the gunners (usually 4 or 5).
Payload: Unlimited, pull fire from a Rift from the elemental
plane of fire.

Commander Modular Weapon Mount (Top of Turret): Above the
turret in an open mount is a position for the tank’s commander and a weapon.
The commander is not fully protected by armor but is protected by the tank’s
magical force field when active. A variety of different weapons can be
carried including a second flame cannon, a telekinetic machine-gun, or
a conventional automatic grenade launcher. Even though the grenade launcher
has a limited payload, it is popular with crews due to its incredible firepower.

Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade
Launcher mounted on a spindle mount.
Maximum Effective Range: 3,000 ft (914 m)
Mega-Damage: 4D6 for single shot of Fragmentation with a blast
area of 12 ft, 1D4x10 for a single shot of Armor Piercing with a blast
area of 3 ft, 2D6x10 for a burst of ten rounds of Fragmentation with a
blast area of 40 ft, and 3D6x10 for a burst of ten rounds of Armor Piercing
with a blast area of 8 ft.
Rate of Fire: Equal to combined hand to hand attacks of gunner
/ commander.
Payload: 400 Rounds.

Heavy Flame Cannon: The weapon is a converted heavy plasma
weapon. The flame cannon has a slightly better range and have an unlimited
payload compared to hand held flame cannons. The weapon must be recharged
once a month using the spells "Fire Bolt", "Energy Bolt", and 100 P.P.E.
Maximum Effective Range: 3,000 feet (914 meters).
Mega Damage: 1D6x10 per flame cannon blast.
Rate of Fire: Equal to combined hand to hand attacks of gunner
/ commander.
Payload: Unlimited, although the spells must be renewed every
month whether the cannon have been used or not.

T.K. Machine-Gun (1): It is enchanted by a series of spells
so the cannon acts as a more powerful version of the T.K. Machine-gun.
This increases the weapon's damage and instead of being reloaded, the cannon
must be recharged by the spell Telekinesis and 50 P.P.E. each once per
month. The cannon does full damage to targets that are impervious to energy.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 6D6 per shot
Rate of Fire: Equal to combined hand to hand attacks of gunner
/ commander.
Payload: Unlimited, although the spells must be renewed every
month whether the cannon have been used or not.

Missile Launcher Hard Point: Mounted on either side of the
turret is an attachment to carry two short range missile launchers or a
single large mini-missile launcher. The mini-missile launcher fits above
the turret and restricts the visibility and arc of fire of the commander
of the tank. The launchers are designed to be able to be quickly ejected.
The missile launchers can be controlled by either the gunner or the commander
of the tank.

Disposable Short Range Missile Launchers (2): Mounted on
side of the turret, these launchers give the tank destroyer a reasonable
missile payload while keeping the external appearance mostly unchanged.
The launchers can be ejected when no longer needed or if they are in danger
of exploding. In some cases, the light tank will carry SAM type missiles.
Maximum Effective Range: Varies with short range missile type;
Usually High Explosive or Armor Piercing are carried (See
revised
bomb and missile tables for details.)
Mega Damage: Varies with short range missile type; Usually High
Explosive or Armor Piercing are carried (See
revised
bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time, or in volleys of two (2), four
(4), or eight (8) missiles.
Payload: Eight (8) short range missiles per launcher for sixteen
(16) total.

Disposable “Calliope” Mini Missile Launcher (1): Mounted
on the sides of the turret but actual launchers are above the turret. The
launcher has 2 sets if 12 tubes on bottom and a single row of 36 tubes
on the top. The launchers can be ejected when no longer needed or if they
are in danger of exploding.
Maximum Effective Range: Varies with missile types, mini-missiles
only (See revised
bomb and missile tables for details.)
Mega-Damage: Varies with missile types, mini missiles only (See
revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), five (5), ten (10), or twenty (20) missiles.
Payload: Launcher carries a total of 60 Mini-missiles.

“Fireworks” Anti-Missile Chaff/Flare Dispensers (2): The system
is mounted on either side of the tank behind the main cannon. In many ways
this system is similar to technological versions of the Chaff/Flare system.
When the system fires, it looks like fireworks firing. The anti-missile
system works by combining three spells. The three spells are Fire Bolt,
Apparition, and Telekinesis. The physical effects of the system are similar
to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged
by spells.
Effect:

Also note that the chaff cloud will also blind flying monsters that
fly through cloud. They will suffer the following penalties: reduce melee
attacks/actions, combat bonuses, and speed by half.
Duration: 1D4 melee rounds.
Payload: 10 Uses before being recharged. Each launcher is recharged
by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis
(8 P.P.E.).

Techno-Wizard Modifications: The Stuart has the following
Techno-Wizard Modifications built into the tank. These require P.P.E. or
I.S.P. from the pilot or crew
Special Features:

The tank carries all standard equipment of a robot vehicle plus this
special equipment:

Magical “See the Invisible” Optics: The tank has special optical systems with
see the invisible on them. Same as spell and used at will. 2,000 feet (610
meters) range. Can see forces, objects, and creatures which can turn invisible,
or are invisible. Can also see vaporous beings and astral bodies.